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  Topic: MapTool 1.0.0.0 has been released.
Banshee

Replies: 2
Views: 969

Post Posted: Thu Apr 13, 2017 12:18 am    Subject:   MapTool 1.0.0.0 has been released.
Subject description: Being a lazy mapper in these days has never been so easy.
Forum:  PPM Zone » PPM News Network
Tiberian Sun and Red Alert 2 map makers behold! The Starkku. Ok, I'm overreacting here, but nonetheless, it is an interesting news for TS and RA2 map makers who wished to convert their maps to use dif ...
  Topic: Creating .shp cameos from a 'raw' image
superepicgecko

Replies: 3
Views: 1624

Post Posted: Fri Mar 10, 2017 2:39 am    Subject:   Creating .shp cameos from a 'raw' image
Subject description: (Some knowledge assumed)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Hi there! Today I was working on a mod project for Tiberium sun and stumbled into a problem.

Tiberium Sun uses .shp files for in-game cameos, and I wanted to make a custom one.

For this I atte ...
  Topic: Pumpkin Bomb from Marvel Green Globin
OverWatch

Replies: 2
Views: 1231

Post Posted: Fri Oct 28, 2016 12:48 pm    Subject:   Pumpkin Bomb from Marvel Green Globin
Forum:  Modding Central » Media Hut » Voxels
and here is a cute proj,too.
the pumpkin bomb was an idea from MARVEL Green Goblin.
  Topic: Fixed Wing Aircraft Movement
206UE

Replies: 0
Views: 511

Post Posted: Thu Oct 06, 2016 10:09 pm    Subject:   Fixed Wing Aircraft Movement
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Putting a fixed wing aircraft into the game is unusual for Tiberian Sun.

You can make a copy of the Orca, or Harpy.

Then use tags like :

Rollangle=70
Pitchangle=2


If you make it into a ...
  Topic: Batmobile Tumbler
Natit_Titan

Replies: 2
Views: 1182

Post Posted: Mon Sep 26, 2016 1:47 pm    Subject:   Batmobile Tumbler
Forum:  Modding Central » Media Hut » Voxels
have fun  Very Happy
  Topic: XCC Utilities (PPM's Distribution) is now available!
Banshee

Replies: 10
Views: 2472

Post Posted: Sun Jun 26, 2016 7:36 am    Subject:   XCC Utilities (PPM's Distribution) is now available!
Subject description: Your contributions will not go to the waste or to the depths of our huge forum database.
Forum:  PPM Zone » PPM News Network
Hello everyone. Once in a while, a random member of this forum updates a tool from tomsons26lv has released Blade has edited [url=http://www.ppmforums.com/viewtopic.php?t=42154]XCC Mixer to encode SHP ...
  Topic: SHP Formats
Zaaz

Replies: 2
Views: 2042

Post Posted: Fri Nov 29, 2013 8:41 am    Subject:   SHP Formats
Forum:  Modding Central » Media Hut » Tutorials
I've read Vlado's paper on the TD SHP Format, and I redacted it a bit.
I also made a small paper about TS SHP Format, and because I didnt see
any anywhere, this is why I'm posting this here.

I'm ...
  Topic: How to attach triggers to triggers (**)
Team Black

Replies: 0
Views: 1425

Post Posted: Mon Nov 18, 2013 4:47 pm    Subject:   How to attach triggers to triggers (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This tutorial requires basic knowledge of http://www.ppmsite.com/forum/files/daisy_chain_185.png

Next, go Edit > Tag Editor, and delete all the tags for the triggers you just made, EXCEPT for th ...
  Topic: Adding text strings to your map (**)
Team Black

Replies: 11
Views: 2574

Post Posted: Fri Nov 15, 2013 5:29 pm    Subject:   Adding text strings to your map (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This tutorial requires basic knowledge of http://www.ppmsite.com/forum/files/text_trigger_447.png

-You'll notice each string is attached to a number; this is how Final Sun finds & assigns them. ...
  Topic: Colors revisited
E1 Elite

Replies: 2
Views: 2312

Post Posted: Mon Jul 08, 2013 7:31 am    Subject:   Colors revisited
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Colors section in rules.ini:

Color definition under [Colors] section are typically used for remapable SHPs and Voxels
(Playing Side color, tiberium, chemical missile voxel etc.). Color values are ...
  Topic: Multiple triggers on a single object
SuperJoe

Replies: 9
Views: 2517

Post Posted: Tue Jun 04, 2013 1:16 pm    Subject:   Multiple triggers on a single object
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This was something that had puzzled me for a while now. I wasn't exactly sure how the attached trigger thing in map triggers was supposed to work. My goal was to attach 3 triggers to a single object u ...
  Topic: Mech Bot Tutorial (Voxel) (***)
Zero18

Replies: 0
Views: 2561

Post Posted: Fri May 10, 2013 8:24 pm    Subject:   Mech Bot Tutorial (Voxel) (***)
Forum:  Modding Central » Media Hut » Tutorials
http://i416.photobucket.com/albums/pp242/Starecon/MechbotTutorial_zps4d064d25.png

Ever want to make your own mechbots? Not good with SHP or doesn't have the skill in making it? But your good with v ...
  Topic: Multiple MCVs, con.yards and factions (*****)
SuperJoe

Replies: 70
Views: 22946

Post Posted: Sat Mar 23, 2013 3:26 pm    Subject:   Multiple MCVs, con.yards and factions (*****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This tutorial allows you to have separate MCV / Construction yard for every faction, and it will allow you to add a 3rd (or more) factions into the game. All of these things work with the AI as well. ...
  Topic: Near perfect sub-factions
SuperJoe

Replies: 18
Views: 5985

Post Posted: Mon Jan 28, 2013 4:15 am    Subject:   Near perfect sub-factions
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Got the final things ironed out from a method that allows you to have sub-factions in TS, without making the player take all sorts of weird actions. The only input required from the player is doing th ...
  Topic: Airtransports on maps
SuperJoe

Replies: 15
Views: 3189

Post Posted: Sun Jan 20, 2013 4:06 pm    Subject:   Airtransports on maps
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Found a way to add fully working airtransports into maps using the discoveries made in
[ORCATRAN]
Landable=no        ; Fixes the air transport bug (kinda)


N ...
  Topic: Sidebar Templates PSD & Creation Information [TS]
Aro

Replies: 11
Views: 4217

Post Posted: Wed Jan 09, 2013 8:03 pm    Subject:   Sidebar Templates PSD & Creation Information [TS]
Subject description: Photoshop only.
Forum:  Modding Central » Media Hut » Tutorials
Along with the Tabs.shp: This SHP consists of 3 frames. The first frame being the button on the top left of your screen, the second frame being the miscellaneous decor which connects the first and thi ...
  Topic: Repopulating map with tiberium life (**)
SuperJoe

Replies: 3
Views: 2016

Post Posted: Fri Dec 21, 2012 10:43 pm    Subject:   Repopulating map with tiberium life (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Here's something that can be used to keep spawning limited number of tiberium life to a map. Usually the neutral tiberium lifeforms die sooner or later, with this new ones will appear to replace the d ...
  Topic: (*) BalloonHover workaround
Lin Kuei Ominae

Replies: 3
Views: 2777

Post Posted: Thu Dec 13, 2012 10:31 am    Subject:   (*) BalloonHover workaround
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
I found a workaround in TS for the BalloonHover key which is known from RA2.

Way 1:
Just set the speed of an air unit to 3 or lower. Then it isn't able to land anymore.
With this low value, it ca ...
  Topic: (**) Light Towers (GASPOT) explained
Lin Kuei Ominae

Replies: 0
Views: 2561

Post Posted: Thu Dec 13, 2012 10:21 am    Subject:   (**) Light Towers (GASPOT) explained
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

Originally posted by EnsignRed:

--------------------------------------------------------------------------------------------------------------

I searched for this myself and didn't quite find ...
  Topic: (***) how to create SHP units with 3dsmax
Lin Kuei Ominae

Replies: 0
Views: 3213

Post Posted: Thu Dec 13, 2012 10:14 am    Subject:   (***) how to create SHP units with 3dsmax
Subject description: now with building foundation example
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This is a tutorial showing how i create SHP units.
It's probably not the best way but the result is still good.

\EDIT
This is a faster way that IcySon55 told me. For this you need Step Nr1: Crea ...
  Topic: (**) Primary/SecondaryFireFLH, TurretOffset & PBarrelLength
Lin Kuei Ominae

Replies: 1
Views: 2944

Post Posted: Thu Dec 13, 2012 9:53 am    Subject:   (**) Primary/SecondaryFireFLH, TurretOffset & PBarrelLength
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

After you've created a new voxel and gave it some cool new weapons in rules.ini, you surely noticed that the bullets don't start from the same point where the barrel ends.

This tutorial will show ...
  Topic: (*****) Editing GAME.exe and Language.dll - The basics
Lin Kuei Ominae

Replies: 0
Views: 2479

Post Posted: Thu Dec 13, 2012 9:45 am    Subject:   (*****) Editing GAME.exe and Language.dll - The basics
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

Originally posted by Creagor:

--------------------------------------------------------------------------------------------------------------

Well, In the light of the recent topic I decided to ...
  Topic: (**) How to add downloaded units,buildings and graphics
Lin Kuei Ominae

Replies: 0
Views: 6141

Post Posted: Thu Dec 13, 2012 9:39 am    Subject:   (**) How to add downloaded units,buildings and graphics
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This Tutorial is for all those who want to add new graphics to the game, like those which are made public here in the Don't use TibEd, Sun2k or any other ini editor! Because they tend to mess up your ...
  Topic: ( ) All Palettes for XCC Mixer
Lin Kuei Ominae

Replies: 1
Views: 4131

Post Posted: Thu Dec 13, 2012 9:32 am    Subject:   ( ) All Palettes for XCC Mixer
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This is a short tutorial that shows you how to give XCC Mixer every palette from all C&C games, without the need for having them all installed.

This way has some slight advantages over the inbu ...
  Topic: (**) The Palette
Lin Kuei Ominae

Replies: 0
Views: 2276

Post Posted: Thu Dec 13, 2012 9:28 am    Subject:   (**) The Palette
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

Originally posted by denmon0728:

--------------------------------------------------------------------------------------------------------------

This is the beginning of a couple of Tiberian su ...
  Topic: Make your maps load faster (*)
Lin Kuei Ominae

Replies: 0
Views: 1190

Post Posted: Thu Dec 13, 2012 8:57 am    Subject:   Make your maps load faster (*)
Subject description: and show up on top of the list!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

Author: DvD

First, how to make your maps load faster.
It's good to understand a bit better how TS finds maps to add to the maps list. There are two ways to make TS find your maps:

1) Put the ...
  Topic: Cliff Errors, and how to fix 'em. (*)
Lin Kuei Ominae

Replies: 0
Views: 1555

Post Posted: Thu Dec 13, 2012 8:52 am    Subject:   Cliff Errors, and how to fix 'em. (*)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Author: Wiziwig

Cliff errors are tricky lil buggers. Most begining mappers don't notice them, but as soon as they post them, someone notices.

This tutorial, allthough basic, will show you common ...
  Topic: Proper use of lightposts in maps (**)
Lin Kuei Ominae

Replies: 0
Views: 1261

Post Posted: Thu Dec 13, 2012 8:46 am    Subject:   Proper use of lightposts in maps (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

Author: Me!

This tutorial is rated 2 (**) stars, not because it isn't easy, but because it requires some time to get used to and not everybody thinks it's that easy.

Lightposts, this is just s ...
  Topic: FS bug fix-Several tutorials on certain Actions (*)
Lin Kuei Ominae

Replies: 0
Views: 2364

Post Posted: Thu Dec 13, 2012 8:20 am    Subject:   FS bug fix-Several tutorials on certain Actions (*)
Subject description: lists of sounds and movies with correct index
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

Author: Me!

Okay, I was working on a campaign map and I got tired of the stupid bugs in FinalSun. The bugs I always encountered were:

-Text action didn't work
-Multiple sound actions didn't ...
  Topic: How to create a fully working train transport (**)
Lin Kuei Ominae

Replies: 0
Views: 1201

Post Posted: Thu Dec 13, 2012 7:58 am    Subject:   How to create a fully working train transport (**)
Subject description: with working passenger wagons
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

During a short excursion of mine into mapping to see the capabilities of this kind of modding, i gave myself a try at scripting a working train using the already existing tutorial How to create a wo ...
  Topic: How to add a moving train to your map (****)
Lin Kuei Ominae

Replies: 0
Views: 1564

Post Posted: Thu Dec 13, 2012 7:51 am    Subject:   How to add a moving train to your map (****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
How to enable a moving train by AmonRa

I think alot of people are having truoble with trains so i thought it should be posted in the modding tuts forum i dont know who made this tut but
I think i ...
  Topic: Advanced debris logic
SuperJoe

Replies: 3
Views: 2629

Post Posted: Sun Sep 30, 2012 4:07 am    Subject:   Advanced debris logic
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
If you've ever tried to create some sort of weapon using art.ini debris, you've probably noticed how completely random it can be. You can only define the max amount of debris to spawn with the SpawnCo ...
  Topic: Oil Derricks in TS (New way)
SuperJoe

Replies: 38
Views: 9749

Post Posted: Sun Sep 02, 2012 10:04 pm    Subject:   Oil Derricks in TS (New way)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Alright, here's the new oil derrick logic for TS. I haven't found any exploits or flaws in this method yet, and it is quite easy and clean to implement. Few things to note:

- You need to take over ...
  Topic: Howto use the ICBM as deployable SW-Missle Launcher (*)
MrTweek

Replies: 3
Views: 2880

Post Posted: Sat Aug 11, 2012 10:08 pm    Subject:   Howto use the ICBM as deployable SW-Missle Launcher (*)
Subject description: it works =)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Hi it is my first tutorial. so im keeping it simple. You know in one SP-mission in TS/FS you must destroy the ICBM-Launchers thats fireing a Missle. In this case (it worse Yesterday Night xD) im got a ...
  Topic: Space Marine Voice [Audio Tutorial]
Atomic_Noodles

Replies: 4
Views: 4289

Post Posted: Thu Jul 19, 2012 9:12 am    Subject:   Space Marine Voice [Audio Tutorial]
Subject description: Via Audacity...
Forum:  Modding Central » Media Hut » Tutorials
So thought i'd try teaching people the trick to making the Space Marine Voice.

1) Record/get a voice. If you will Record a voice make sure to record  a few seconds of "silence".

2 ...
  Topic: How to simulate CellSpread in TS
Lin Kuei Ominae

Replies: 15
Views: 5300

Post Posted: Wed Jun 06, 2012 10:35 am    Subject:   How to simulate CellSpread in TS
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This Tutorial will show you a simple way to simulate the RA2 CellSpread key in the TS engine.

The key to this is the Web logic.

1. Create a new ParticleSystem and Particle. This will deal the da ...
  Topic: Making civilian vehicles stay still (*)
SuperJoe

Replies: 8
Views: 3387

Post Posted: Sun Apr 29, 2012 12:12 pm    Subject:   Making civilian vehicles stay still (*)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Here's a pretty simple way to remove the "ghost drivers" from seemingly empty civilian vehicles. It makes use of a fake weapon since unarmed vehicles try to espace when fired upon. You need ...
  Topic: Side-specific MCV / Con.yard (***)
SuperJoe

Replies: 4
Views: 3841

Post Posted: Sun Feb 05, 2012 3:34 pm    Subject:   Side-specific MCV / Con.yard (***)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This will allow you to get rid of the dreaded BuildConst limitation for TS, allowing each faction to have their own MCV / construction yard. Some things you need to consider before applying this logic ...
  Topic: Oil Derricks in TS (Old way)
SuperJoe

Replies: 12
Views: 5938

Post Posted: Tue Jan 31, 2012 6:19 pm    Subject:   Oil Derricks in TS (Old way)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
UPDATE: There is a much better and easier way to add oil derricks into Tiberian Sun, check out the tutorial

I've left this tutorial still here, maybe something can be learned from it and used for ...
  Topic: Allying with the AI (****)
SuperJoe

Replies: 12
Views: 5653

Post Posted: Sun Jan 29, 2012 8:32 am    Subject:   Allying with the AI (****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This tutorial will allow you to ally with AI players in TS (without possible crashes). Though there are some limitations:

1. Can only ever ally with 1 AI player
2. Only opposing sides can ally, GD ...
  Topic: Spotlight with tracking light
SuperJoe

Replies: 30
Views: 13161

Post Posted: Tue Jan 03, 2012 7:20 pm    Subject:   Spotlight with tracking light
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Alright here's the tutorial for the tracking spotlight that was discussed in the research center. I managed to cut some useless stuff from it, e.g. the fake particle system wasn't needed after all. Th ...
  Topic: Creating an AA-only unit
SuperJoe

Replies: 4
Views: 3550

Post Posted: Thu Aug 25, 2011 7:18 pm    Subject:   Creating an AA-only unit
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Creating an anti-air only unit in TS isn't as simple as one might think, since there are a few issues that come along with it. These include being able to force-fire the AA weapon on the ground, and t ...
  Topic: Animations and art.ini debris
Lin Kuei Ominae

Replies: 0
Views: 3103

Post Posted: Thu Aug 04, 2011 1:13 pm    Subject:   Animations and art.ini debris
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This tutorial explains the differences between normal animations and art.ini debris, their usage and how they can work together to create cool effects.

What is an animation?
An animation is using ...
  Topic: Veterancy (*)
Allied General

Replies: 5
Views: 3512

Post Posted: Thu Jul 28, 2011 6:00 pm    Subject:   Veterancy (*)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Ok posting this tutorial as I normally mod RA2 where Veterancy is relatively simple.

The bonuses in RA2 are a direct multiplier bonus to a units attributes for example  VeteranCombat=1.5 woul ...
  Topic: How to create random damage (***)
Lin Kuei Ominae

Replies: 7
Views: 3903

Post Posted: Fri Jul 01, 2011 2:10 pm    Subject:   How to create random damage (***)
Subject description: using art.ini debris and a particlesystem for a mutation effect
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This tutorial will show you how to create random damage between 0+X and a max+X value, where X is a arbitrary chosen value for a fixed damage that is always done.
It is rated with 3 stars, as the man ...
  Topic: AI exploits and how to fix them
SuperJoe

Replies: 4
Views: 4141

Post Posted: Fri Oct 15, 2010 4:31 am    Subject:   AI exploits and how to fix them
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
I've recently been working with AI alot, and trying to fix some major exploits human players can do to it. Of course the AI will never be as smart as human players, but the less exploitable it is the ...
  Topic: How to create debris for exploding tiberium
Lin Kuei Ominae

Replies: 2
Views: 3535

Post Posted: Tue Sep 28, 2010 12:33 am    Subject:   How to create debris for exploding tiberium
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
There are actually 2 ways to create debris for exploding tiberium.

Way #1:
The warhead defined under C4Warhead in the CombatDamage section isn't only used for crashing aircraft and C4 charges on b ...
  Topic: How to create a working Missile Silo Launchanim
Lin Kuei Ominae

Replies: 1
Views: 3201

Post Posted: Mon Sep 27, 2010 11:48 pm    Subject:   How to create a working Missile Silo Launchanim
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
As you know are weapon firing anims, art.ini special anims and other things not working for a superweapon.
While [MultiLauncherS1]
Damage=0
ROF=100
Range=999
ProjectileRange=0.02
Project ...
  Topic: Make a Laser Fence work like gate
GameMaster0000

Replies: 2
Views: 7249

Post Posted: Sat Sep 11, 2010 10:25 am    Subject:   Make a Laser Fence work like gate
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This is something that create on my mission. I think this will be useful to be shared.

First place two of NAPOST make sure that two laser fance is connected.

Create 2 trigger, I used name " ...
  Topic: Found a way to make AI fully play as 3rd side
SuperJoe

Replies: 23
Views: 12086

Post Posted: Fri Sep 03, 2010 4:33 am    Subject:   Found a way to make AI fully play as 3rd side
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
While working on the AI for my mod I decided to mess around with the AI and try to make it play as my 3rd mutant faction. After some trial and error I think I've found a pretty flawless way to make th ...
 
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